Rise of the Runelords

Marcus Ruine

No, I'm not going to stop drinking! If I do, the cumulative hangover will probably kill me...

Description:

Basic Stats

Class: Burglar 10

Species: Human, Cunning

Specialty: Acrobat

Experience: 60000

Vitality: 80

Wounds: 12

Defense: 24

DR: 2, Edge Resistance 2

BAB: 7

Initiative: 14

Speed: 40ft

Action Dice: 4d6

STR

14

+2

Fortitude

+5

DEX

18

+4

Reflex

+11

CON

12

+1

Will

+3

INT

14

+2

Unarmed

+9

WIS

11

+0

Melee

+9

CHA

10

+0

Ranged

+11

Skills

Skill

Key Attribute

Skill Bonus (Rank + Mod)

Threat/Error

Class Skill

Focuses

Acrobatics

Dex

19 = 13 + 4 + 2

1 / 19-20

yes

Athletics

Str

15 = 13 + 2

1 / 20

yes

Bluff

Cha

13 = 13 + 0

1 / 20

yes

Crafting

Int

9 = 7 + 2

1 / 20

yes

Metalworking, Inscription

Disguise

Cha

13 = 13 + 0

1 / 20

origin

Investigate

Wis

13 = 13 + 0

1 / 20

origin

Notice

Wis

13 = 13 + 0

1 / 20

yes

Prestidigitation

Dex

17 = 13 + 4

1 / 20

yes

Ride

Dex

10 = 6 + 4

1 / 20

yes

Land vehicles

Water vehicles

Search

Int

15 = 13 + 2

1 / 20

yes

Sneak

Dex

19 = 13 + 4 + 2

1 / 19-20

yes

Tactics

Int

15 = 13 + 2

1 / 20

yes

Interests

Total Studies: 5

Languages

Studies

Common

Magnimar

Sleight of Hand

Forgery

Booze

Fine Art

Class Abilities

Charming

Talent. Once per session, you may improve the
Disposition of any 1 non-adversary NPC by 5.

Sharp Mind

Talent. You gain 1 additional skill point per level.

Tenacious Spirit

Talent. You gain 1 additional vitality per level.

Bonus Feat

Specialty. Basic Skill Mastery (Robber).

Agile Defense

Specialty. Your base Defense increases by 1.

Fast

Specialty. Your Speed increases by 10 ft.

Practiced Athletics

Specialty. If you spend an action die to boost an Athletics check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.

Dexterous

Burglar. You excel at tasks requiring nimble fingers and precise eye-hand coordination. Each time you spend 1 action die to boost a Dexterity-based skill check, you roll and add the results of 2 dice (e.g. at Career Level 1, 1d4 becomes 2d4).

Very, Very Sneaky

Burglar. At Level 1, each time you fail an Acrobatics or Sneak check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
If you gain this ability for either skill from two or more classes, add together your levels in all classes granting the ability when determining its effect.

Evasion I

Burglar. At Level 2, whenever you aren’t flat-footed and make a successful Reflex save to reduce damage, you suffer no damage at all.

Burglar. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed.

Uncanny Dodge II

Burglar. At Level 8, you never become flanked.

Bag of Tricks

Burglar. You know a hundred ways to use the shadows to your advantage. At Levels 6, 9, 12, 15, and 18, you may choose 1 of the following abilities. Each of these abilities may be chosen only once. Stick Close and don’t Make a Sound!: When you make a Sneak check, a single adjacent ally or teammate may share your result. The character must remain within 10 ft. of you to retain this benefit.Look Out!: Each ally and teammate within 10 ft. who can see and hear you gains the benefits of uncanny dodge I. This does not stack with uncanny dodge abilities they already have.

I’ll Cut You! I

Burglar. At Level 10, each time you successfully Anticipate, Disarm, Distract, Feint, Taunt, or Tire an adjacent opponent, he must also make a Reflex save (DC 10 + the number of Covert feats you possess + your Dex modifier) or begin bleeding.

Feats

Knife Basics

All knives on your person are considered armed at all times. Also, you gain a stance.Wicked Dance (Stance): Your 1-handed melee attacks inflict 2 additional dice of sneak attack damage. You may not take move actions (though you may still take 5-ft. Bonus Steps as normal).

Knife Mastery

Once per round you may Feint an opponent that you’ve hit with a knife this round as a free action. You suffer a –4 penalty with the Prestidigitation check. Also, you gain a trick.Blade Flurry (Knife Attack Trick): If you hit by 4 or more, you inflict the knife’s damage an additional time. If you hit by 10 or more, you inflict the knife’s damage two additional times. In both cases, roll separately each time you inflict damage.

Knife Supremacy

Your knife attacks inflict 1 die of sneak attack damage. Also, you gain a trick.Shank! (Knife Attack Trick): If the target is a standard character with a lower Intelligence score than yours, he immediately fails his Damage save (damage isn’t rolled). You may use this trick once per round.

Misdirection Basics

Your threat range with attacks against special characters increases by 1. You also count as 3 additional characters when determining numerical advantage.

Misdirection Mastery

Once per combat, you and each teammate may make a free attack against a single flat-footed special character. You may not take this action during a surprise round.

Misdirection Supremacy

When you use your Misdirection Mastery feat, you and each teammate who hits may also choose one of the following benefits.
• Inflict 2 dice of sneak attack damage
• Recover 2d6 vitality
• Gain 1 bonus d6 action die

Hurled Basics

Your Strength modifier is doubled when calculating thrown weapon damage. Also, you gain a stance.Zen Shot (Stance): Your target’s cover worsens by 2 grades (e.g. 1/2 cover becomes no cover). You may not move while in this stance (though you may still take Bonus 5-ft. Steps as normal).

Ambush Basics

You require only 2 rounds to make a Tactics/Ambush check. Also, your attacks inflict an additional die of sneak attack damage.

Proficiencies, Stances, and Combat Tricks

Proficiencies

Unarmed

none

Blunt

none

Edged

forte

Hurled

forte

Bows

none

Black Powder

none

Siege Weapons

none

Stances

Wicked Dance

Your 1-handed melee attacks inflict 2 additional dice of sneak attack damage. You may not take move actions (though you may still take 5-ft. Bonus Steps as normal).

Zen Shot

Your target’s cover worsens by 2 grades (e.g. 1/2 cover becomes no cover). You may not move while in this stance (though you may still take Bonus 5-ft. Steps as normal).

Combat Tricks

Cheap Shot (Attack Trick):

The character attempts to exploit an opponent’s obvious weakness. He chooses 1 of the opponent’s attributes or the opponent’s Speed and makes his attack check, suffering a –4 penalty. With a hit, the opponent suffers a –2 penalty with all attack and skill checks using the chosen attribute, or a –10 ft. penalty to his Speed, until the end of the scene. With a miss, the character becomes flat-footed. Each combatant may suffer from only 1 successful Cheap Shot per scene.

Parry:

The character uses his hands or weapon to knock an incoming attack aside. Once per round when the character’s not flat-footed, after he’s been hit by a melee or unarmed attack but before damage is rolled, he may make a Reflex save (DC equal to the attack check result). With success, the damage drops to 0 (though any special effects from the attack are still felt). The character may take this action a number of times per combat equal to the number of Melee Combat feats he has (min. 1).

Blade Flurry (Knife Attack Trick):

If you hit by 4 or more, you inflict the knife’s damage an additional time. If you hit by 10 or more, you inflict the knife’s damage two additional times. In both cases, roll separately each time you inflict damage.

Shank! (Knife Attack Trick):

If the target is a standard character with a lower Intelligence score than yours, he immediately fails his Damage save (damage isn’t rolled). You may use this trick once per round.

Arrow Cutting (Inititative Action (Forte)):

The character tries to ‘cut a projectile out of the air’ the instant before it hits him. While armed with a melee weapon, once per round after the character’s been hit by a bow or hurled attack but before damage is rolled, he may make a Reflex save (DC equal to the attack check result). With success, the damage drops to 0 (though any special effects from the attack are still felt). The character may take this action a number of times per combat equal to the number of Melee Combat feats he has (min. 1).

Possessions and Lifestyle

Panache: 0

Coin in Hand

Prudence: 3

Stake

Income: 0s

0s

Saved 30%

739s

Reputation and Renown

Reputation: 66

Legend: 4

Heroic Renown:

4

Title:

Champion

Military Renown:

0

Title:

None

Noble Renown:

0

Title:

None

Gear

Description

Weight

Cost

Backpack

+2 Str for carrying capacity

5 lbs

5s

Dagger (10, Finesse, AP2 qualities)

1d6 lethal, 19–20, Bleed, hurl

25 lbs

330s

Long Knife

1d6 lethal, 19–20, Finesse, keen 4, AP2

3.75 lbs

45s

Long Knife ( 1 red, 1 blue)

1d6 lethal, 19–20, Finesse, keen 4

6 lbs

?s

Stiletto

1d4 lethal, 18–20, AP 8, finesse

0.5 lbs

20s

Razor (Covered in Antonio’s Blood)

1d6 lethal, 19–20, Bleed, excruciating, finesse, AP2, hurl

0.62 lbs

12s

Throwing Knives (10)

1d4 lethal, 19–20, 15 ft. × 3, Poisonous

1 lbs

25s

Thieves’ Tools

Prestidigitation/Disarm

1 lbs

20s

Scribe’s Kit

Crafting (Inscription)

2 lbs

20s

Silk Rope

50 ft. long; max load 750 lbs.; escape DC 25

5 lbs

20s

Grappling Hook

+2 gear bonus with Climb when using rope

4 lbs

12s

Booze (6 uses)

Decreases Shaken condition by 1 grade

2 lbs

30s

Moderate Studded Leather Armor (Fitted, reinforced, lightweight)

DR 3, Edged Resistance 2, DP 0, ACP 0, Disguise -2, Speed -0

20 lbs

500s

Bio:

The second son of a single father, Marcus’ childhood wasn’t exactly a happy one. Raised in the slums of Magnimar alongside his older brother, Garret, Marcus was exposed to life’s hardships from an early age. Beggars starving in the streets, robberies that left their victims destitute, if not worse, gang wars that left dozens dead, Marcus had seen it all before he was ten. Even worse, he had gotten used to it.

But, even growing up surrounded by trials and death, life could be worse. It was never really clear where their father got his coin from, but there was always some kind of food on the table, and Marcus and Garret were able to get at least a rudimentary education. Their existence, though certainly not enjoyable, was tolerable, and the first few years of Marcus’ life passed by without anything major to define it.

Everything changed when his father didn’t come home one night. Neither Marcus nor his brother ever managed to find out what happened to their guardian, but it didn’t exactly take a genius to speculate that he was probably dead. Without anyone bringing in money, their meager supply of silver quickly ran out, and the brothers found themselves living on the streets.

Reluctantly, the two of them joined up with one of the gangs; it was undoubtedly a dangerous choice, but it seemed that the starving lads had no others. Garret, always big for his age, was recruited for his sheer strength and skill with a blade. Marcus, barely more than a child, was valued more for his light feet and steady hands. The brothers managed to eke out a living for a few years, committing brutal and dastardly acts to earn their bread. About as far from ideal as you could get, but at least they were still together.

At least, they were until Garret was murdered.

It was then that Marcus, drowning most of his grief in ale and beer, cut ties with all his former acquaintances and set off on his own. At the age of 19, he was already an exceptional thief, even when operating in a constant state of half-drunkenness. He may have vowed to avenge his brother at some point, but honestly the past few years have all been kind of hazy. At this point, all he really cares about is finding a target, swiping it, and fencing it so he can buy some more booze and a place to sleep.